Recombinator
The Recombinator is a crafting device that lets you combine two non-Unique weapons, armour, or jewellery of the same item class into a new item. It can also recombinate idols of the same shape in Legacy of Phrecia.
The Recombinator was made available during Settlers league. In permanent leagues, players can also use legacy itemized Recombinators that were obtained during Sentinel league (or Blast from the Past) to access equipment recombination.
Acquisition
In Sentinel league, Recombinators could drop as a currency item from sources of Sentinel Rewards. This version of the Recombinator was only obtainable during the league and did not to core. Existing Recombinator currency items can only be acquired through trading with other players in permanent leagues. They were also briefly obtainable during the Blast from the Past event.
Settlers league re-introduced the Recombinator in Kingsmarch as a crafting table. This version of the Recombinator requires Gold and Thaumaturgic Dust to use. The Recombinator can be upgraded to allow combining more item types and to gain 5% Chance for Modifiers to upgrade tier and Rarer Modifiers are more likely to be retained.
Mechanics Overview
For a comprehensive guide to the Recombinator, please refer to the updated guide published by u/Butsicles.
Here is an overview of how recombinators work. More details are included below.
- Final base item is selected
- The number of final prefixes and suffixes are determined based on how many initial suffixes and prefixes were on the input items.
- The suffixes or prefixes are filled first, with 50/50 odds.
- The modifiers are then selected. Some restrictions will apply depending on the type of modifier and certain properties of the final item.
Base selection
Upon using a Recombinator, one of the two input items is chosen to be used as the base of the final item. The chance for either base to be chosen is 50%.
Once a base is chosen, the resulting item inherits the following stats from the original base item:
- The item's influence (including Shaper, Elder, or Conqueror) or influence-like status (Synthesised, Eldritch), or any valid combination of the same
- Anointments and enchantments
- Scourge modifiers
- Quality (including quality % and Catalyst quality)
- (Non-default) Implicit modifiers (including Corrupted, Synthesised, Eldritch, or
GildedGilded FossilStack Size: 10Item is overvalued by vendorsPlace in a Resonator to influence item crafting.
- Corrupted tag
- Sockets and links
The following stats are randomized:
- Defence percentile is randomized between 0% and 100%
Intrinsic properties of the output item will determine which modifiers are eligible or ineligible to be retained during modifier selection. For example, if the output item does not have an influence, any influenced modifiers on the items will contribute to the total pool of modifiers but will never be chosen during modifier selection, making the pool of selectable modifiers smaller (and therefore making desirable modifiers more likely).
The output's item level will be equal to the average of the two inputs, plus 2. The item level is capped by max(A, B), where A and B are the input item's item levels. This means you cannot get an item level higher than either of the input items from recombination.
Mirrored items can no longer be recombinated.
Legacy intrinsic properties:
- Crucible passive trees are not retained when using a Recombinator. Attempting to do so will cause a warning pop-up message that the Crucible passive tree will be removed.
Modifier pooling
Modifiers from each input item are separated into two pools of prefixes and suffixes, which are combined. Prefixes and suffixes are calculated independently throughout the process in this step and future steps.
Prefixes | Suffixes |
---|---|
Life | Fire Res |
Mana | Cold Res |
Energy Shield | — |
3 | 2 |
Prefixes | Suffixes |
---|---|
Life | Strength |
Physical Damage | Dexterity |
Evasion Rating | — |
3 | 2 |
Prefixes | Suffixes |
---|---|
Life1 | Fire Res |
Mana | Cold Res |
Energy Shield | Strength |
Life2 | Dexterity |
Physical Damage | — |
Evasion Rating | — |
6 | 4 |
Determining the number of modifier affixes
Before the modifiers themselves are selected, the final number of prefixes and suffixes are independently calculated for the output item. As a general rule of thumb, increasing the total prefixes or suffixes pooled from both input items will increase the final number of prefixes or suffixes respectively on the output item. These estimated probabilities are described in Table 1. For example, the above item had 6 prefixes (3 prefixes on one, 3 prefixes on the other), so we refer to the row labelled "6". The columns describe the conditional probabilities of getting 0-3 prefixes, which in this case would be 30% for 2 prefixes and 70% for 3 prefixes. The same calculation can be done for the suffixes (i.e. 4, so 10% chance for 1 modifier, 60% chance for 2 modifiers, 30% chance for 3 modifiers) using the same table.
For all intents and purposes, almost all modifiers can be counted towards the totals of prefixes and suffixes; all exceptions will be discussed in detail in the next section.
# of Modifiers in Pool | Chance for 0 mods | Chance for 1 mod | Chance for 2 mods | Chance for 3 mods |
---|---|---|---|---|
1 | 41% | 59% | — | — |
2 | — | 66.7% | 33.3% | — |
3 | — | 50% | 40% | 10% |
4 | — | 10% | 60% | 30% |
5 | — | — | 43% | 57% |
6 | — | — | 30% | 70% |
Before proceeding to modifier selection, it's important to discuss the roles of special modifiers. They all have interesting properties that can affect the way in which they're selected in the subsequent step.
Special modifiers: Non-natural, native modifiers (NNN)
This term was originally coined in the updated guide. These are modifiers appear on certain base types due to item restrictions. These restrictions include influenced modifiers, fractured modifiers and attribute-specific modifiers (e.g. Spell suppression on dexterity bases). These modifiers are referred to as non-native because they cannot appear on the final recombinated item if their "native" condition is not satisfied. The following list contains examples for each NNN modifier known thus far:
- Influenced: A non-influenced base item and a redeemer influenced item with the modifier "#% of Physical damage from hits is taken as cold damage" are combined. The non-influenced item is picked, so the influenced modifier cannot show up on the final item.
- Attribute-specific: A strength-based body armour and a dexterity-based body armour with the modifier "+#% chance to suppress spell damage" are combined. The strength-based item is picked, so suppression cannot show up.
- Base type-specific: A non-minion wand and a Convening Wand with the naturally rolled modifier "#% increased Minion Damage" are combined. The non-minion base type item is picked, so modifiers not in the picked item's default modifier pool cannot show up.
- Fractured modifiers: An item with the fractured modifier "+140 to maximum mana" and a regular base item are combined. The regular base item is picked, and fractured modifiers cannot transfer. Therefore, the fractured modifier cannot show up.
- Increased Item Quantity: It has been suggested that the legacy #% increased item quantity modifier only available in permanent leagues is not transferrable to another base.[confirmation needed][1]
Fractured modifiers are also special from other NNN modifiers and have additional caveats:
- Fractured modifiers are initially pooled with other modifiers, but will be discarded before the final affix number calculation if the base selected is ineligible to have a fractured modifier.[2]
- If a fractured base is chosen, the resulting item will either keep the same number or fewer fractured modifiers.
- It is not possible for the resulting item to have more fractured modifiers than either of its inputs.
Special modifiers: Drop-only modifiers
- Mods that are not eligible to roll on an item normally (e.g. Delve modifiers,
Grasping MailGrasping MailArmour: (217-250)
Evasion: (217-250)
Energy Shield: (44-51)
Movement Speed: -3%Requires Level 70, 60 Str, 60 Dex, 60 IntOf ash and avalanche,
in storm and flesh,
we dream of unity.
The time approaches...-exclusive modifiers) can be transferred to different bases where they normally wouldn't appear (see Exclusive Modifiers).[3][4] - It is not possible to combine two or more drop-only modifiers onto the same item (see Exclusive Modifiers below)
- If the drop-only modifier is fractured, the resulting item must choose a fractured base for the modifier to remain.
Special modifiers: Exclusive Modifiers
This is the broadest class of special modifiers that was introduced in the Settlers of Kalguur expansion. Only one modifier from this list can be present on a recombinated output item. This means if you combine items that have more than one exclusive modifier, at most one of them will be on the final item. This can cause the item to violate the number of modifiers "guaranteed" by the modifier selection step. For example, if the modifier selection calculates at least 2 final prefixes on your item, your item only has exclusive prefixes to choose from in the total pool, and there is already an exclusive suffix on the final item, then you will end up with 0 prefixes. The following is a non-exhaustive list of currently known exclusive modifiers. Note that many drop-only modifiers described above are also exclusive:
- Breach (i.e. grasping mail)
- Incursion
- Essence
- This means special essence modifiers with no "tiers". This can be easily checked by holding alt over the item. If it has a tier number, it is technically not an "essence" modifier despite originating from an essence. For all intents and purposes, a modifier created with an essence that has a tier number on it is treated identically to an equivalent mod that appeared naturally (e.g. "T1 chaos resistance" versus "Deafening essence of envy")
- Beast aspects
- Elevated influenced modifiers (non-elevated are ok)
- Delve modifiers (i.e. "Subterranean" or "of the Underground")
- Veiled modifiers
- Crafted modifiers (mod names can be identified by holding alt, or by looking on poedb)
- Metacrafted modifiers
- Crafted named suffixes (e.g. "of the order")
- Crafted named prefixes (e.g. "Chosen", "Tora's", "It's")
- Crafted mods named "Upgraded" or "of the Craft" may not be exclusive. The full list is currently unknown
Modifier Selection
The following steps occur in sequence after "Determining the number of affix modifiers". Note that the final number of suffix and prefix modifiers is enforced as much as possible:
- The suffixes or prefixes are filled first with 50/50 odds.
- Given an affix pool (either prefix or suffix) is being filled, modifiers will be sequentially taken out of the candidate affix pool and placed on the final item. Prefix and suffix pools do not mix and are independent. Higher weight modifiers are more likely to be selected, although the exact formula is unknown. Modifiers are selected until the final number of affix modifiers has been satisfied, or there are no eligible modifiers in the pool remaining.
- If an exclusive modifier is selected, all other exclusive modifiers in both prefix and suffix pools are removed. This can lead to situations where the final number of affix modifiers cannot be achieved, because the only eligible modifiers in the affix pool are exclusive and an exclusive modifier has already been chosen.
- Once a modifier is picked, all modifiers sharing its "mod group" are ineligible for selection. For example, "Spell Damage" and "Fire Damage" prefix on wands share a mod group, so if both are in the same prefix pool and one of them is selected, the second one cannot show up.
- The other affix pool is now filled. The only distinction between affix pools is if an exclusive modifier has already been selected from the previous pool. In this case, the final number of initial affixes calculated including exclusive modifiers is enforced, even if no eligible exclusive modifiers are available.
One can take advantage of the order of operations (i.e. final affix number determination before affix selection) by crafting exclusive modifiers. Take the following example:
Prefixes | Suffixes |
---|---|
Spell Damage | Cast Speed |
Exclusive Crafted Prefix | Multiple Crafted Mods |
Exclusive Crafted Prefix | Aspect of the Spider |
3 | 2 |
Prefixes | Suffixes |
---|---|
+1 to all spell skill gems | Critical strike multiplier |
Exclusive Crafted Prefix | Multiple Crafted Mods |
Exclusive Crafted Suffix | |
2 | 3 |
Example Items 1 and 2 have exclusive prefixes and suffixes on each. Aspect modifiers also count as exclusive. Now we can generate the outpool affix pool and roll for the final affix distributions. We see there are 5 prefixes, which means we must have at least 2 final modifiers. We have 6 suffixes, which means we have a 72% chance at 3 modifiers.
Prefixes | Suffixes |
---|---|
Spell Damage | Cast Speed |
+1 to all spell skill gems | Critical strike multiplier |
Exclusive Crafted Prefix | Multiple Crafted Mods |
Exclusive Crafted Prefix | Multiple Crafted Mods |
Exclusive Crafted Prefix | Exclusive Crafted Suffix |
Aspect of the Spider | |
5 | 6 |
Now, assume we roll the 50% chance to fill suffixes first, and we also roll 3 final suffixes. Because only one exclusive affix can show up on an item, three suffixes guarantee both natural suffixes we want (cast speed and critical strike multiplier) as well as on exclusive crafted modifier (this is randomly selected from the available exclusive suffixes with uniform probability).
Prefixes | Suffixes |
---|---|
Spell Damage | Cast Speed |
+1 to all spell skill gems | Critical strike multiplier |
Multiple Crafted Mods | |
2 | 3 |
Because we have selected an exclusive suffix, all other exclusive modifiers (including prefixes) now vanish from the pool. Since we were guaranteed by the final affix distribution calculation to have at least 2 prefixes (this was done before the exclusive modifiers vanished), our item will be guaranteed to have the 2 prefixes we wanted from both input items combined: spell damage and +1 to all spell skill gems.
This is among one of many examples where exclusive affix blocking is beneficial, and more can be found in the updated guide.
Note that the current list of crafted exclusive modifiers is not fully known, so it is advised to avoid modifiers with the names "Upgraded" or "of the craft". These names can be found next to a specific affix by holding alt over the item to view its advanced description. Instead, craft modifiers found through the Betrayal Mechanic. These mods maybe named after specific betrayal members (e.g. Catarina), or will be called "Chosen" or "of the Order".
Modifier doubling/blocking
Using modifiers in the same mod group can be useful, regardless of whether the modifier is desirable or not.
For example, on an item where the desirable outcome is an item with high strength, having high strength rolls on both input items will increase the chance for a strength roll to be chosen during modifier selection. In this case, both input modifiers should be of a desirable tier, as if a strength modifier is chosen it could select either of the modifiers' tiers.
Other advanced use cases
Recombinators permit modifiers to exist on items that normally cannot have that modifier, typically due to the base type preventing the modifier from being rolled naturally, or the modifier being exclusively obtained from certain mechanics. Some notable examples:
- Grasping Mail modifiers on other basetypes (e.g. Global Defences on a
Necrotic ArmourNecrotic ArmourEvasion: (723-831)
Energy Shield: (145-167)
Movement Speed: -3%Requires Level 84, 173 Dex, 173 Int) - Desirable modifiers onto corrupted items/Talismans/
Breach RingBreach RingProperties are doubled while in a BreachCorrupteds
Glimpse of ChaosGlimpse of Chaos
Vaal MaskEvasion: (207-239)
Energy Shield: (37-43)Requires Level 62, 79 Dex, 72 Int<Can roll a special implicit when corrupted>Can be modified while Corrupted
(30-40)% increased maximum Life and reduced Fire Resistance
(30-40)% increased maximum Mana and reduced Cold Resistance
(30-40)% increased Global maximum Energy Shield and reduced Lightning Resistance
Chaos Resistance is ZeroCorruptedMan retains sanity and strives toward civilisation
only under the blessed veil of ignorance. special corruption modifiers with crafted/influenced/exclusive modifiers
Cogwork RingCogwork RingRequires Level 24-1 Prefix Modifier allowed
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Suffix Modifier magnitudes, Geodesic RingGeodesic RingRequires Level 24+1 Prefix Modifier allowed
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Prefix Modifier magnitudes, and other experimented base type rings can be used to increase the modifier pool size, but if chosen as an output base type, can still only select a maximum of 3 prefixes/suffixes despite the base type's additional modifier implicit. It is unknown if the modifier pool exceeding 6 affects the modifier count distribution on the output item.
Items with double corruption implicit that have been turned normal by Tainted Chaos OrbTainted Chaos OrbStack Size: 20Unpredictably either reforges a corrupted rare item with new random modifiers or removes all of its modifiersRight click this item then left click a corrupted rare item to apply it. can be used as a donor base to transfer desirable mods onto it, including one exclusive modifier.[5]
List of recombinators
Item | Description |
---|---|
Armour Recombinator![]() | Destroys two Armours to create a new Armour with a combination of their properties. Sometimes, the resultant item is modified unpredictably |
Weapon Recombinator![]() | Destroys two Weapons or Quivers to create a new Weapon or Quiver with a combination of their properties. Sometimes, the resultant item is modified unpredictably |
Jewellery Recombinator![]() | Destroys two Jewellery items to create a new Jewellery item with a combination of their properties. Sometimes, the resultant item is modified unpredictably |
Version history

Prior to version 3.25.0, there was a chance for the output item to receive an additional exclusive modifier if the affixes were not full. It was estimated that the chance to obtain these modifiers was approximately 2%. After the rework, these modifiers are now fully legacy.
Additionally, the original Recombinators could freely combine fractured modifiers between items, allowing up to 6 fractured modifiers on a single item. This is no longer possible, as current Recombinators cannot increase the number of fractured modifiers on an item.
Other notable legacy recombinator results include:
- Spell suppression on a non-evasion armour
- Physical damage reduction on a non-armour armour
- +1 gems on a non-energy shield shield
- Multiple incursion mods, veiled modifiers, delve modifiers, or combinations of these
- 4 or more fractured modifiers on a single item
- 4 or more crafted modifiers on a single item
Version | Changes |
---|---|
3.25.1 |
|
3.25.0 |
|
3.19.0 | |
3.18.0 |
|
See also
Power CorePower CoreStack Size: 20Destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictablyRight click this item then select two Sentinels to combine.
For the original (currently outdated) recombinator guides published by u/TheDiabeetusKing, u/Butsicles and u/Inch4Tk, refer to the following:
References
- ↑ Suggested by JeNeBu on TFT https://discord.com/channels/645607528297922560/718060694225813564/1267876953587843175
- ↑ https://www.reddit.com/r/pathofexile/comments/1ee9cq8/comment/lff7prw/
- ↑ https://www.reddit.com/r/pathofexile/comments/1ee9cq8/comment/lfd54z0/
- ↑ https://www.youtube.com/watch?v=29R6XTQ_u0I
- ↑ https://www.reddit.com/r/pathofexile/comments/1f2ldsr/comment/lk74x3n/
- ↑ Community_Team (July 18, 2022). "Will Sentinel Become a Core Path of Exile Mechanic?". Official Path of Exile Forums. Retrieved August 16, 2022.